On Mon, 21 Jul 2003 16:45:32 +0200
Frederic Bouvier [EMAIL PROTECTED] wrote:
Martin Spott wrote:
I think there was already some manual modifications to the default.apt.gz
file.
The idea of a distributed database based on XML files spread in a file
system hierarchy was already discussed,
* Jim Wilson -- Tuesday 22 July 2003 01:28:
OK I've submitted a patch for this. The view damping still seems to cause
some issues on pause. The blacked sky is fixed though.
Oh. Sorry. I don't pause often. (And btw, there's another bug for
which I wanted to submit a fix as soon as I got that
Jim Wilson wrote:
Just a few quick commands that will improve the appearance a little:
1) Select everything in object mode, just like it is when you first load the
model in ac3d.
2) Object menu, optimize vertices.
I do this most of the time, I might have forgotten last time before I
checked in
Good day developers!
Could someone please tell me do we use clouds3d code on legal status. I mean
about Mark Harris opinion about including his code in flightgear?
And if some one works on clouds3d code please contact me. Because I can't
solve flickering problem in latest flightgear CVS. ( on
[EMAIL PROTECTED] wrote:
A guy called Rafael is using this dataset (url below) (the South America part)
to improve the terrain in MS Flight Simulator. Here are some before-after
screenshots of some parts of Brazil:
http://www.aerovirtual.com.br/br-mesh.html
I asked him (Rafael) where he got this
* Roman Grigoriev -- Tuesday 22 July 2003 10:00:
Because I can't
solve flickering problem in latest flightgear CVS. ( on november 2002
version works fine). I think that it is connected with alpha sorting or
something like this.
Can you be a little bit more specific? When does it flicker?
Roman Grigoriev wrote:
Good day developers!
Could someone please tell me do we use clouds3d code on legal status. I mean
about Mark Harris opinion about including his code in flightgear?
The license of the code could be found here:
http://www.cs.unc.edu/~harrism/SkyWorks/license.txt
Copyright 2002
- Original Message -
From: Melchior FRANZ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, July 22, 2003 12:13 PM
Subject: [Flightgear-devel] Re: Clouds3D state
* Roman Grigoriev -- Tuesday 22 July 2003 10:00:
Because I can't
solve flickering problem in latest flightgear CVS.
Thanx Erik!
Anyone have working version of clouds3d on linux?
Bye
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Tuesday, July 22, 2003 12:11 PM
Subject: Re: [Flightgear-devel] Clouds3D state
Roman Grigoriev wrote:
Here is splash screen I just designed, featuring the
747 and the Golden Gate Bridge :
http://perso.wanadoo.fr/frbouvi/flightsim/splash.rgb
-Fred
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
* Roman Grigoriev -- Tuesday 22 July 2003 10:37:
Flickering appears only when I'm in clouds volume or [...]
Ah. OK. Just wanted to make sure it isn't again some side effect
of the viewer changes. Thanks for the additional info.
m.
___
Erik Hofman [EMAIL PROTECTED] said:
Thanks for the kind words. I am still struggling to get the textures
applied correctly. And the tutorials about this subject aren't too
helpful either.
About the only thing you can do without the newer version is create a
temporary square surface and add
Jim Wilson wrote:
About the only thing you can do without the newer version is create a
temporary square surface and add it to the object on the coordinate plane that
you want the texture. The square represents the amount of surface for the
entire texture. If your object needs to be mapped in
Erik Hofman wrote:
The last version supported on Irix is version 3.0 which doesn't have
this feature :-(
hum... You are probably confortable with ac3d now but ...
do you consider to use Blender ?
There is a v2.27 IRIX binary build available. It certainly has what is
missing in ac3d 3.0 and is
Frederic Bouvier wrote:
Erik Hofman wrote:
The last version supported on Irix is version 3.0 which doesn't have
this feature :-(
hum... You are probably confortable with ac3d now but ...
do you consider to use Blender ?
There is a v2.27 IRIX binary build available. It certainly has what is
From: Frederic Bouvier [EMAIL PROTECTED]
Here is splash screen I just designed, featuring the
747 and the Golden Gate Bridge :
http://perso.wanadoo.fr/frbouvi/flightsim/splash.rgb
Thank you.
Just when I'd been thinking of replacing my desktop wallpaper, too.
Oh, a splash screen ? Sure, it
This almost (maybe I will) makes me want to compose a tutorial on using
blender to model aircraft - Erik is obviously a new user to both tools
and blender proved more daunting.
All one needs is mastering of basic blender skills and UV editing (did I
say how much I hate blenders UV editor - it's
whoops on my spelling...
On Tue, 2003-07-22 at 19:07, Frederic Bouvier wrote:
Christopher S Horler writes:
This almost (maybe I will) makes me want to compose a tutorial on using
blender to model aircraft - Erik is obviously a new user to both tools
and blender proved more daunting.
Erik Hofman [EMAIL PROTECTED] said:
The problem is that I want tot give both sides of the fuselage a
different look. Right now the only thing I can do is set the texture
coordinates to side and project it on both sides. There doesn't seem to
be a way to map a (piece of a texture) to the
Jim Wilson wrote:
You'll need to use the method I described earlier, instead of playing with the
repeat/offset settings. Set your repeats to 1.0. Do the thing with the
sqaure...it really works. Basically for a fuselage with a different texture
on each side (they must be the same file) you do
Erik Hofman [EMAIL PROTECTED] said:
I tried that and after the merge I got the same texture on both halves.
I'll try again, but this might be because it's version 3.0.
You'll have to split the fuselage down the middle. Do each half and then
merge the two haves *after* you are done texturing.
Jim Wilson wrote:
You'll have to split the fuselage down the middle. Do each half and then
merge the two haves *after* you are done texturing. After you merge them back
together you have to be careful not to do anything like remaps or optimize
vertices on the re-combined fuselage object.
After
Jim Wilson [EMAIL PROTECTED] said:
You'll have to split the fuselage down the middle. Do each half and then
merge the two haves *after* you are done texturing. After you merge them back
together you have to be careful not to do anything like remaps or optimize
vertices on the re-combined
Erik Hofman [EMAIL PROTECTED] said:
Jim Wilson wrote:
You'll have to split the fuselage down the middle. Do each half and then
merge the two haves *after* you are done texturing. After you merge them back
together you have to be careful not to do anything like remaps or optimize
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear strut
animation. He also added a shadow as part of the model (which is how
they do it for the high end commercial driving sim we
Jim Wilson wrote:
Are you doing load texture again instead of picking the already loaded one
off the menu? It sounds like for some reason it thinks they are two different
textures. It works for me using 3.0 (linux) using the fokker100 and rgb file
from cvs. And this is really the only
Erik Hofman wrote:
That could bit it!
Most of the time I use load texture instead of selecting the last one
from the menu. I'll try it at once.
Dammit. It doesn't work for me.
Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
Curtis L. Olson wrote:
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear strut
animation. He also added a shadow as part of the model (which is how
they do it for the high end
Erik Hofman [EMAIL PROTECTED] said:
Erik Hofman wrote:
That could bit it!
Most of the time I use load texture instead of selecting the last one
from the menu. I'll try it at once.
Dammit. It doesn't work for me.
Then don't merge for now. If you want save the file and send it to
Erik Hofman [EMAIL PROTECTED] said:
Curtis L. Olson wrote:
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear strut
animation. He also added a shadow as part of the
Curtis L. Olson wrote:
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear strut
animation. He also added a shadow as part of the model (which is how
they do it for the high end
On Tue, 22 Jul 2003 23:36:11 +0200
Matevz Jekovec [EMAIL PROTECTED] wrote:
That's amazing!
Are there any F16 models planned for FlightGear in early
future? Because I have few friends from Falcon community
who could lend us their models and skins with no problem.
There already is. There is a
On Tuesday 22 July 2003 21:18, Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
Curtis L. Olson wrote:
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear
msvc6 update - 23 Jul 2003
Wow! What a difference a few months can
make ... there's oodles more to see - the
terminal buildings, sf tower, bridge, etc,
etc, etc ... fantastic ...
The fgfs base 0.9 data cvs download was around
6 hours on my ISDN (56K V120) dial up line,
some 140 MB, but the
miss-quote-seen-here-recently -
And before I'm pointed at FGSD, 'the-free-source',
I've looked - but with almost no documentation it is
not usable.
IMHO, if you can download the 100% of the 'free' SOURCE,
you already have 100% of the 'free' 'documentation'? What
more can you 'want' from the
On Tue, 22 Jul 2003 18:46:14 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
Update of /var/cvs/FlightGear-0.9/source/src/Network
In directory baron:/tmp/cvs-serv19507/Network
Modified Files:
native_fdm.cxx net_fdm.hxx
Log Message:
Add gear animation effects to replay.
Index:
Bernie Bright writes:
These latest changes generate a compilation error:
native_fdm.cxx: In function `void FGProps2NetFDM(FGNetFDM*, bool)':
native_fdm.cxx:252: invalid operands of types `float' and `unsigned int' to
binary `operator'
The gear_* members should be converted using htonf()
37 matches
Mail list logo